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https://github.com/SFML/SFML.git
synced 2024-11-28 22:31:09 +08:00
Added support for scissor testing.
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@ -153,6 +153,21 @@ public:
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////////////////////////////////////////////////////////////
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IntRect getViewport(const View& view) const;
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////////////////////////////////////////////////////////////
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/// \brief Get the scissor rectangle of a view, applied to this render target
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///
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/// The scissor rectangle is defined in the view as a ratio. This
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/// function simply applies this ratio to the current dimensions
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/// of the render target to calculate the pixels rectangle
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/// that the scissor rectangle actually covers in the target.
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///
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/// \param view The view for which we want to compute the scissor rectangle
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///
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/// \return Scissor rectangle, expressed in pixels
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///
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////////////////////////////////////////////////////////////
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IntRect getScissor(const View& view) const;
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////////////////////////////////////////////////////////////
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/// \brief Convert a point from target coordinates to world
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/// coordinates, using the current view
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@ -496,6 +511,7 @@ private:
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bool enable; //!< Is the cache enabled?
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bool glStatesSet{}; //!< Are our internal GL states set yet?
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bool viewChanged; //!< Has the current view changed since last draw?
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bool scissorEnabled; //!< Is scissor testing enabled?
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BlendMode lastBlendMode; //!< Cached blending mode
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std::uint64_t lastTextureId; //!< Cached texture
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bool texCoordsArrayEnabled; //!< Is GL_TEXTURE_COORD_ARRAY client state enabled?
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@ -119,6 +119,30 @@ public:
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////////////////////////////////////////////////////////////
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void setViewport(const FloatRect& viewport);
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////////////////////////////////////////////////////////////
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/// \brief Set the target scissor rectangle
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///
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/// The scissor rectangle, expressed as a factor (between 0 and 1) of
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/// the RenderTarget, specifies the region of the RenderTarget whose
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/// pixels are able to be modified by draw or clear operations.
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/// Any pixels which lie outside of the scissor rectangle will
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/// not be modified by draw or clear operations.
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/// For example, a scissor rectangle which only allows modifications
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/// to the right side of the target would be defined
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/// with View.setScissor(sf::FloatRect({0.5f, 0.f}, {0.5f, 1.f})).
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/// By default, a view has a scissor rectangle which allows
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/// modifications to the entire target. This is equivalent to
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/// disabling the scissor test entirely. Passing the default
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/// scissor rectangle to this function will also disable
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/// scissor testing.
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///
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/// \param scissor New scissor rectangle
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///
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/// \see getScissor
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///
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////////////////////////////////////////////////////////////
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void setScissor(const FloatRect& scissor);
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////////////////////////////////////////////////////////////
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/// \brief Reset the view to the given rectangle
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///
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@ -171,6 +195,16 @@ public:
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////////////////////////////////////////////////////////////
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const FloatRect& getViewport() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the scissor rectangle of the view
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///
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/// \return Scissor rectangle, expressed as a factor of the target size
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///
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/// \see setScissor
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///
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////////////////////////////////////////////////////////////
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const FloatRect& getScissor() const;
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////////////////////////////////////////////////////////////
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/// \brief Move the view relatively to its current position
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///
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@ -240,6 +274,7 @@ private:
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Vector2f m_size; //!< Size of the view, in scene coordinates
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Angle m_rotation; //!< Angle of rotation of the view rectangle
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FloatRect m_viewport{{0, 0}, {1, 1}}; //!< Viewport rectangle, expressed as a factor of the render-target's size
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FloatRect m_scissor{{0, 0}, {1, 1}}; //!< Scissor rectangle, expressed as a factor of the render-target's size
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mutable Transform m_transform; //!< Precomputed projection transform corresponding to the view
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mutable Transform m_inverseTransform; //!< Precomputed inverse projection transform corresponding to the view
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mutable bool m_transformUpdated{}; //!< Internal state telling if the transform needs to be updated
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@ -269,6 +304,34 @@ private:
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/// rectangle doesn't have the same size as the viewport, its
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/// contents will be stretched to fit in.
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///
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/// The scissor rectangle allows for specifying regions of the
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/// render target to which modifications can be made by draw
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/// and clear operations. Only pixels that are within the region
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/// will be able to be modified. Pixels outside of the region will
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/// not be modified by draw or clear operations.
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///
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/// Certain effects can be created by either using the viewport or
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/// scissor rectangle. While the results appear identical, there
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/// can be times where one method should be preferred over the other.
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/// Viewport transformations are applied during the vertex processing
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/// stage of the graphics pipeline, before the primitives are
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/// rasterized into fragments for fragment processing. Since
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/// viewport processing has to be performed and cannot be disabled,
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/// effects that are performed using the viewport transform are
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/// basically free performance-wise. Scissor testing is performed in
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/// the per-sample processing stage of the graphics pipeline, after
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/// fragment processing has been performed. Because per-sample
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/// processing is performed at the last stage of the pipeline,
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/// fragments that are discarded at this stage will cause the
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/// highest waste of GPU resources compared to any method that
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/// would have discarded vertices or fragments earlier in the
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/// pipeline. There are situations in which scissor testing has
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/// to be used to control whether fragments are discarded or not.
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/// An example of such a situation is when performing the viewport
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/// transform on vertices is necessary but a subset of the generated
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/// fragments should not have an effect on the stencil buffer or
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/// blend with the color buffer.
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//
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/// To apply a view, you have to assign it to the render target.
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/// Then, objects drawn in this render target will be
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/// affected by the view until you use another view.
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@ -161,6 +161,10 @@ void RenderTarget::clear(const Color& color)
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// Unbind texture to fix RenderTexture preventing clear
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applyTexture(nullptr);
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// Apply the view (scissor testing can affect clearing)
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if (!m_cache.enable || m_cache.viewChanged)
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applyCurrentView();
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glCheck(glClearColor(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f));
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glCheck(glClear(GL_COLOR_BUFFER_BIT));
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}
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@ -200,6 +204,17 @@ IntRect RenderTarget::getViewport(const View& view) const
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}
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////////////////////////////////////////////////////////////
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IntRect RenderTarget::getScissor(const View& view) const
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{
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const auto [width, height] = Vector2f(getSize());
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const FloatRect& scissor = view.getScissor();
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return IntRect(Rect<long>({std::lround(width * scissor.left), std::lround(height * scissor.top)},
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{std::lround(width * scissor.width), std::lround(height * scissor.height)}));
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}
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////////////////////////////////////////////////////////////
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Vector2f RenderTarget::mapPixelToCoords(const Vector2i& point) const
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{
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@ -506,6 +521,7 @@ void RenderTarget::resetGLStates()
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glCheck(glDisable(GL_LIGHTING));
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glCheck(glDisable(GL_DEPTH_TEST));
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glCheck(glDisable(GL_ALPHA_TEST));
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glCheck(glDisable(GL_SCISSOR_TEST));
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glCheck(glEnable(GL_TEXTURE_2D));
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glCheck(glEnable(GL_BLEND));
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glCheck(glMatrixMode(GL_MODELVIEW));
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@ -513,6 +529,7 @@ void RenderTarget::resetGLStates()
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glCheck(glEnableClientState(GL_VERTEX_ARRAY));
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glCheck(glEnableClientState(GL_COLOR_ARRAY));
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glCheck(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
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m_cache.scissorEnabled = false;
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m_cache.glStatesSet = true;
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// Apply the default SFML states
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@ -557,8 +574,30 @@ void RenderTarget::applyCurrentView()
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{
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// Set the viewport
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const IntRect viewport = getViewport(m_view);
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const int top = static_cast<int>(getSize().y) - (viewport.top + viewport.height);
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glCheck(glViewport(viewport.left, top, viewport.width, viewport.height));
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const int viewportTop = static_cast<int>(getSize().y) - (viewport.top + viewport.height);
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glCheck(glViewport(viewport.left, viewportTop, viewport.width, viewport.height));
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// Set the scissor rectangle and enable/disable scissor testing
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if (m_view.getScissor() == FloatRect({0, 0}, {1, 1}))
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{
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if (m_cache.scissorEnabled)
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{
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glCheck(glDisable(GL_SCISSOR_TEST));
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m_cache.scissorEnabled = false;
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}
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}
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else
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{
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const IntRect pixelScissor = getScissor(m_view);
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const int scissorTop = static_cast<int>(getSize().y) - (pixelScissor.top + pixelScissor.height);
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glCheck(glScissor(pixelScissor.left, scissorTop, pixelScissor.width, pixelScissor.height));
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if (!m_cache.scissorEnabled)
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{
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glCheck(glEnable(GL_SCISSOR_TEST));
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m_cache.scissorEnabled = true;
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}
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}
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// Set the projection matrix
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glCheck(glMatrixMode(GL_PROJECTION));
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@ -572,6 +572,14 @@ void RenderTextureImplFBO::updateTexture(unsigned int)
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if (frameBuffer && multiSampleFrameBuffer)
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{
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// Scissor testing affects framebuffer blits as well
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// Since we don't want scissor testing to interfere with our copying, we temporarily disable it for the blit if it is enabled
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GLboolean scissorEnabled = GL_FALSE;
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glCheck(glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled));
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if (scissorEnabled == GL_TRUE)
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glCheck(glDisable(GL_SCISSOR_TEST));
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// Set up the blit target (draw framebuffer) and blit (from the read framebuffer, our multisample FBO)
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glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_DRAW_FRAMEBUFFER, frameBuffer->object));
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glCheck(GLEXT_glBlitFramebuffer(0,
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@ -585,6 +593,10 @@ void RenderTextureImplFBO::updateTexture(unsigned int)
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GL_COLOR_BUFFER_BIT,
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GL_NEAREST));
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glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_DRAW_FRAMEBUFFER, multiSampleFrameBuffer->object));
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// Re-enable scissor testing if it was previously enabled
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if (scissorEnabled == GL_TRUE)
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glCheck(glEnable(GL_SCISSOR_TEST));
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}
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}
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}
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@ -582,6 +582,14 @@ void Texture::update(const Texture& texture, const Vector2u& dest)
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if ((sourceStatus == GLEXT_GL_FRAMEBUFFER_COMPLETE) && (destStatus == GLEXT_GL_FRAMEBUFFER_COMPLETE))
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{
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// Scissor testing affects framebuffer blits as well
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// Since we don't want scissor testing to interfere with our copying, we temporarily disable it for the blit if it is enabled
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GLboolean scissorEnabled = GL_FALSE;
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glCheck(glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled));
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if (scissorEnabled == GL_TRUE)
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glCheck(glDisable(GL_SCISSOR_TEST));
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// Blit the texture contents from the source to the destination texture
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glCheck(GLEXT_glBlitFramebuffer(0,
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texture.m_pixelsFlipped ? static_cast<GLint>(texture.m_size.y) : 0,
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@ -593,6 +601,10 @@ void Texture::update(const Texture& texture, const Vector2u& dest)
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static_cast<GLint>(dest.y + texture.m_size.y), // Destination rectangle
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GL_COLOR_BUFFER_BIT,
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GL_NEAREST));
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// Re-enable scissor testing if it was previously enabled
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if (scissorEnabled == GL_TRUE)
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glCheck(glEnable(GL_SCISSOR_TEST));
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}
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else
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{
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@ -87,6 +87,20 @@ void View::setViewport(const FloatRect& viewport)
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}
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////////////////////////////////////////////////////////////
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void View::setScissor(const FloatRect& scissor)
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{
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assert(scissor.left >= 0.0f && scissor.left <= 1.0f && "scissor.left must lie within [0, 1]");
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assert(scissor.top >= 0.0f && scissor.top <= 1.0f && "scissor.top must lie within [0, 1]");
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assert(scissor.width >= 0.0f && "scissor.width must lie within [0, 1]");
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assert(scissor.height >= 0.0f && "scissor.height must lie within [0, 1]");
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assert(scissor.left + scissor.width <= 1.0f && "scissor.left + scissor.width must lie within [0, 1]");
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assert(scissor.top + scissor.height <= 1.0f && "scissor.top + scissor.height must lie within [0, 1]");
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m_scissor = scissor;
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}
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////////////////////////////////////////////////////////////
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void View::reset(const FloatRect& rectangle)
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{
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@ -127,6 +141,13 @@ const FloatRect& View::getViewport() const
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}
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////////////////////////////////////////////////////////////
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const FloatRect& View::getScissor() const
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{
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return m_scissor;
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}
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////////////////////////////////////////////////////////////
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void View::move(const Vector2f& offset)
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{
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@ -24,6 +24,7 @@ TEST_CASE("[Graphics] sf::View")
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CHECK(view.getSize() == sf::Vector2f(1000, 1000));
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CHECK(view.getRotation() == sf::Angle::Zero);
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CHECK(view.getViewport() == sf::FloatRect({0, 0}, {1, 1}));
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CHECK(view.getScissor() == sf::FloatRect({0, 0}, {1, 1}));
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CHECK(view.getTransform() == sf::Transform(0.002f, 0, -1, 0, -0.002f, 1, 0, 0, 1));
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CHECK(view.getInverseTransform() == Approx(sf::Transform(500, 0, 500, 0, -500, 500, 0, 0, 1)));
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}
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@ -35,6 +36,7 @@ TEST_CASE("[Graphics] sf::View")
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CHECK(view.getSize() == sf::Vector2f(400, 600));
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CHECK(view.getRotation() == sf::Angle::Zero);
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CHECK(view.getViewport() == sf::FloatRect({0, 0}, {1, 1}));
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CHECK(view.getScissor() == sf::FloatRect({0, 0}, {1, 1}));
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CHECK(view.getTransform() == Approx(sf::Transform(0.005f, 0, -1.05f, 0, -0.00333333f, 1.06667f, 0, 0, 1)));
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CHECK(view.getInverseTransform() == Approx(sf::Transform(200, 0, 210, 0, -300, 320, 0, 0, 1)));
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}
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@ -46,6 +48,7 @@ TEST_CASE("[Graphics] sf::View")
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CHECK(view.getSize() == sf::Vector2f(1080, 1920));
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CHECK(view.getRotation() == sf::Angle::Zero);
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CHECK(view.getViewport() == sf::FloatRect({0, 0}, {1, 1}));
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CHECK(view.getScissor() == sf::FloatRect({0, 0}, {1, 1}));
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CHECK(view.getTransform() == Approx(sf::Transform(0.00185185f, 0, -0.962963f, 0, -0.00104167f, 1, 0, 0, 1)));
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CHECK(view.getInverseTransform() == Approx(sf::Transform(540, 0, 520, 0, -960, 960, 0, 0, 1)));
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}
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@ -93,6 +96,15 @@ TEST_CASE("[Graphics] sf::View")
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CHECK(view.getViewport() == sf::FloatRect({150, 250}, {500, 750}));
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CHECK(view.getTransform() == Approx(sf::Transform(0.002f, 0, -1, 0, -0.002f, 1, 0, 0, 1)));
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CHECK(view.getInverseTransform() == Approx(sf::Transform(500, 0, 500, 0, -500, 500, 0, 0, 1)));
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CHECK(view.getScissor() == sf::FloatRect({0, 0}, {1, 1}));
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}
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SECTION("Set/get scissor")
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{
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sf::View view;
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view.setScissor({{0, 0}, {0.5f, 1}});
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CHECK(view.getScissor() == sf::FloatRect({0, 0}, {0.5, 1}));
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CHECK(view.getViewport() == sf::FloatRect({0, 0}, {1, 1}));
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}
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SECTION("reset()")
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@ -102,11 +114,13 @@ TEST_CASE("[Graphics] sf::View")
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view.setSize({600, 900});
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view.setRotation(sf::degrees(15));
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view.setViewport({{150, 250}, {500, 750}});
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view.setScissor({{0.2f, 0.3f}, {0.4f, 0.5f}});
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view.reset({{1, 2}, {3, 4}});
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CHECK(view.getCenter() == sf::Vector2f(2.5f, 4));
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CHECK(view.getSize() == sf::Vector2f(3, 4));
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CHECK(view.getRotation() == sf::Angle::Zero);
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CHECK(view.getViewport() == sf::FloatRect({150, 250}, {500, 750}));
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CHECK(view.getScissor() == sf::FloatRect({0.2f, 0.3f}, {0.4f, 0.5f}));
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CHECK(view.getTransform() == Approx(sf::Transform(0.666667f, 0, -1.66667f, 0, -0.5f, 2, 0, 0, 1)));
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CHECK(view.getInverseTransform() == Approx(sf::Transform(1.5f, 0, 2.5f, 0, -2, 4, 0, 0, 1)));
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}
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